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Transparent WebGL Rendering
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// Source: http://forum.unity3d.com/threads/webgl-transparent-background.284699/#post-1880667 | |
// Clears the WebGL context alpha so you can have a transparent Unity canvas above DOM content | |
// Add this .jslib to your project et voila! | |
var LibraryGLClear = { | |
glClear: function(mask) | |
{ | |
if (mask == 0x00004000) | |
{ | |
var v = GLctx.getParameter(GLctx.COLOR_WRITEMASK); | |
if (!v[0] && !v[1] && !v[2] && v[3]) | |
// We are trying to clear alpha only -- skip. | |
return; | |
} | |
GLctx.clear(mask); | |
} | |
}; | |
mergeInto(LibraryManager.library, LibraryGLClear); |
I don't have any problems with this system and unity <= 2019, but if I try this workflow with unity 2020 It just doesn't work, anyone figured it out.
I can't make this work using Unity 2020 in URP as there is no clear flags for camera. any solutions?
I only got it to work with the built in render pipeline. See https://docs.unity3d.com/Manual/class-Camera.html
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For people working with these keep in mind a few things else you need to do:
#unity-canvas
cssbackground
totransparent
.